Retail all it needs

I will honestly tell you that I played hardcore wow classic, and it clicked that retail only needs one thing, and ofc it still fixes/balances and content to every game mode (even pvp battleground with new stories about why battles happened and which side you are in, at least for lore perspective as you need side to fight for).

Also simply gearing is no longer as engaging as it was before in an older system, good for myhic and raids / even pvp, but for the game as whole not anymore, not in general.
And transmog, pet, mount is not progression, also rep is just another catch-up gear thing to do, there is nothing innate stuff has it’s own gameplay, gamemode, or progression and is not affected by either raid, mythic or pvp.

Anyway, what retail simply needs is place where people can have their time taken, but not feel burdened by it, just like classic the world is unforgiving, there is progression, you can solo things more slowly, but can choose to group up, and things you make matter until the progression.

Was wondering about after maxing (as in retail leveling is just a tutorial to the classes or actually to a spec) there could be a larger area where you upgrade the world and your relation to it making that a progression, flying should be denied at this place, now this just a wish in a way, so no hate, please. I remember (haven’t played) Belu praising the corrupted dugeons or Horrific Vision, which had a progression in it’s own?

What do you think would gather more players to retail? (a good story is a good advertisement to mass them, but what would keep them there?)

Open world has gotten too easy thats for sure. Classic hardcore proves the fact that there is a demand for a harder levelling course, which is slower and simply more involved the large problem here however is simple

Boosts.

Because boosting exists in retail WoW any increase to levelling difficulty will immediately be met by accusations of enforcing the concept of buying a boost on a character. Vlassic hardcore simply hasnt this issue so is free to uphold this large grind.

The second problem is, it works on hardcore. Because its hardcore, remove the death from being permanant and it losing alot of the fundamental points of the how levelling eorks.

In classic where u dont have to worry about the odd death, dont need to be too fussed or careful because at worse u run back to your corpse, simply removes alot of the immersion itself.

I dont think the magic of hardcore Classic can be recreated without a hardcore setting. The thrill of living and those moment to moment choices combat how slow the levelling realistically is.

I play hardcore classic, i wouldnt play era, their the same game, same content same difficulty. But i simply cannot get into classic era WoW, i dont think a non-hardcore game can deliever a levelling experience alike a hardcore one.

I kinda disagree here.

During levelling the only reason gearing has a lesser feel is because players simply put heirlooms on, that scale with them so no need for upgrades, remove that and i think quest rewards over levelling do matter.

At end game, i think its identical. Raiders have always led in terms of obtainable ilevel, they simply just always have done, as a open world player or someone who did dungeons, there was always a cut off when u ran out of content to farm for a verticle increase without going into end game content.

Sure legion and BFA had a system which prevented u regardless of aspect of play ever reaching it, it was still a case of ilevel always went higher in raids / m+ then other game modes.

A wider birth of content.

Currently al WoW does is

  • make 8 dungeons
  • update 16 old dungeons over 4 seasons
  • make 1 raid per season
  • release a story per season
  • add 2 lands to add to that story over the expansion.

The game doesnt add anything outside of this realistically.

No housing
No solo challanges.

Look at ffxiv

It has a area u zone into on a seperate system which u just grind in for levels solo or grouped and have decent rewards upon completing that content

It has POTD and HOH, which both are solo mega dungeons which have player created leaderboards aroubd.

It does so much to add content inbetween raiding and story which WoW simply doesht do.

Put more fluff in with the content. Instead of hyper fixating on just story snd ilevel grinds,

And stop locking crafting behind raiding / dungeons. Crafting should be entjrely doable solo eithout needing those forms of content. Make its rewards decent across the board not just 1 or 2 proffessions still needed at the mid point of a expansion.

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If we add a closed game mode where your gear doesn’t solve all of your problems and has it’s innate problems, we actually create a game within a game, but I don’t think we can “fix” this problem of people buying the game (boosting), what can be done to create oasis for people to exist in without corruption. I wish I could say, if they now remove all the bad stuff from the game it will get better, but it will just simply crumble now, as mostly only the people who play the game (retail) are those who don’t care (only play the season gearing then leave), and those who are prone to boosting.

You could add a punishing factor for progression.

Leveling is dead on retail sadly, it’s a tutorial mode, we can only work with endgame and a progression system with its own little world.

Totally agree, I cross my fingers!
… and in general I agree with you, but that the game could be fixed like classic is, yet you could add a closed world part of the content, but not part of the raid/mythic world, maybe even gear-wise so.

… also they lost this thinking of the game like this long time ago, they need time or maybe too much they don’t have to add anything like this to the game…

Boosts also exist in classic and before u see at my profile yes i buy boosts on my alts ty.

Boosts are interesting because they usually have a purpose, skipping something before we do what we want.

Therefore the problem is only that 1 is followed by 2, so we nerf 1 or sell boosts so people can do 2 faster, and we do this because we like 1 and don’t want to make it into nothing, now fact is not everyone is after 2, but 1 or 1.5, but 1 is not fun anymore, because of the nerfs. Now we lack people to do 1 because it is just a picture of the 1 before the nerf, if they undo 1 nerfs, then many in 2 will rant about why is 1 part of 2’s any way the way it is.
Now you could use boosts to avoid 1, but people still feel like the 1 will be unplayed just
because it is taught by the community that 1 is useless and 2 is the real game.
Now the real fun with this is that many actually like what 1 offers, but also want 2 at the same time without sacrificing 1.

Classic wotlk, but i didnt think they were in classic era?

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